Posted: Fri Aug 15, 2025 11:03 pm Post subject:
Create slopes when heightening the tile [SOLVED]
Checking how the Clear tile creates slopes, it looks like it creates it base on what is put in the [General] section of urbanmmd.ini.
But both [TileSet0157] and [TileSet0114] creates slopes when heightening the ground.
There is nothing in the .ini that says that both of these should connect to [TileSet0117], which are the slopes.
Pavement Slopes.gif
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Last edited by Ousagi on Mon Aug 18, 2025 7:03 am; edited 1 time in total QUICK_EDIT
What I meant was if you wanted, you could remove that section to disable the new feature. Then raising/lowering will use clear tile ramps only.
Now that you are making new morphable terrain, you can add those to the config. Say if your tileset is 250 and new ramp set is 253, you could add those to the list like:
[NewUrbanInfo]
Morphables=114,250
Ramps=117,253
Info abot it is given in FAData.ini comments and in the readme. QUICK_EDIT
What I meant was if you wanted, you could remove that section to disable the new feature. Then raising/lowering will use clear tile ramps only.
Oh, alright!
E1 Elite wrote:
Now that you are making new morphable terrain, you can add those to the config. Say if your tileset is 250 and new ramp set is 253, you could add those to the list like:
[NewUrbanInfo]
Morphables=114,250
Ramps=117,253
Info abot it is given in FAData.ini comments and in the readme.
Already knew about this as you can see in the gif. It was confusing though and it didn't say in the comments about the comma to separate them.
In one section of the FAData.ini there's this extra [NewUrbanInfo]:
It uses the " | " on it. But like I said, I was already able to make it work.
There are now three tiles that can slope instead of the two before.
Also I don't understand this part of the comment "The Ramps and Morphables should have the same length of tilesets, and those tilesets should be one-to-one correspondence. ".
My tileset for morphable and ramps are set like this:
My morphable is a conglamarate of random things that were moved later
but are still in there and my ramps should've been 20 only but set to 99.
So I don't know what "one-to-one correspondence" mean.
Is it for organization only? Because the tiles seem to be working just fine for me. QUICK_EDIT
The document file in ReadmeDocs folder has the example with comma.
Cliffs2 and CliffsWater2 are only available in Handama's release (if you know Chinese). It is not available in the Patched FA2 shared by me.
Those '|' usage is for Tile Manager window, it is not related to this.
The original FA2's feature was extended for this ramp feature in FA2sp. So the new morphable/LAT tileset should have at least 1 tile in the TilesInSet and the ramp tileset should have 20 with facing order kept same as original tiles. That is one-to-one match with original tilesets. If you have more tiles in those sets, it should still work. If you are planning to add more tiles to these sets in futue, then having 90 or 99 would be useful otherwise not. QUICK_EDIT
The document file in ReadmeDocs folder has the example with comma.
I found the Readme after I posted and did read it to see more of the features
for FA2sp and it also did say about the Morphables2 and Ramp2 along with the example.
E1 Elite wrote:
Cliffs2 and CliffsWater2 are only available in Handama's release (if you know Chinese). It is not available in the Patched FA2 shared by me.
Oh nice! It looks like another version for the FA2sp with some QoL stuff on it. Didn't know there was another version. I'm gonna try and check it out after this.
I don't know why the it was part of the FA2sp patch by you but thanks for sharing the different realease!
E1 Elite wrote:
Those '|' usage is for Tile Manager window, it is not related to this..
I knew it wasn't related. I just said it as one of the things I tried before reaching that comma was the right way to do it.
E1 Elite wrote:
The original FA2's feature was extended for this ramp feature in FA2sp. So the new morphable/LAT tileset should have at least 1 tile in the TilesInSet and the ramp tileset should have 20 with facing order kept same as original tiles. That is one-to-one match with original tilesets. If you have more tiles in those sets, it should still work. If you are planning to add more tiles to these sets in futue, then having 90 or 99 would be useful otherwise not..
I see. I was asking because I was scared it might cause a bug. Already had a problem before that I was able fix where my maps got "corrupted"
but it was just because it was missing a tile that I deleted that I wasn't even using. QUICK_EDIT
Looks like Cliffs2 and CliffsWater2 were part of earlier FA2sp at some point and were removed later like Ramps2. Only Handama's version now has those. And the duplicate NewUrbanInfo section in FAData.ini in Patched FA2 is a leftover and should be removed.
Map stores tile info by its tile index from the theater INI which is sequential. So first tile in first tileset will have tile index of 0. If TilesInSet=10 for first tileset then its tiles will be referred from 0-9. And the tiles in next tileset will have tile index starting from 10.
So, if you insert or delete tiles from a set, all indices from that point onwards will have wrong reference. TMP files like cliff or shores have several sub-tiles to span over more than 1 cell. So wrong reference to tile index and its sub-tile index is corruption. MapTool could be used to fix the maps in such cases. QUICK_EDIT
MapTool could be used to fix the maps in such cases.
I've opened this before. It was a long time ago but I don't remember where. Good to know It can fix corruptions.
G-E wrote:
You can however change the size of a tile without issue. Just thought worth mentioning.
Tried this already when I was messing with the cliffs. One was 1x1 turned into a 2x1 and another with 1x1 to 2x2 and yeah it looked like it doesn't cause much issue.
E1 Elite wrote:
Say if a TMP file has 10 sub-tiles and those were used in maps and then reducing/removing those sub-tiles will cause problem.
This is good to know. I might create a giant hole or structure and I might remove a row of tiles.
Though even then, I might still try it just to check it when I do create a large TMP file. At least I know now where the error might come from.
I usually create a ton of things on different areas like making shps and voxels,
so I don't know where the error might come especially if it was the first time I encounter it.
There was an error that I found out that causes the game to crash.
It was a building and the error was just blank in the FA2sp. But after some time that building will crash the game.
The building does work though, and it plays the animation and buildup. The issue is that sometimes it will crash the game.
Thank for the extra tips G-E and E1 Elite! I think this post is solved!
Below are just screenshot of the error I was talking about:
Alpha Psychic Sensor Error.png
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Just to show the error
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This Psychic Sensor will crash the game after a while.gif
Description:
And some extra alpha buildings I created since I got interested during the time I was creating the Psychic Sensor. The green also looks desaturated in the gif compared to in-game
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